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GLB → STL

Convert GLB to STL.

Convert a GLB (binary glTF) model to STL for 3D printing. Meshes merged and geometry preserved exactly.

No signupPrivate — deleted after 1 hourFree to try

GLB to STL: from web model to printable

GLB is the compact web/AR/game format — it bundles geometry along with materials, textures and even animation. STL is the workhorse of 3D printing: nothing but the raw triangle mesh. Converting strips a GLB down to that bare geometry so a slicer can turn it into print instructions.

What gets dropped

Colours, textures, materials and animation don't survive — STL has no concept of them, and a printer doesn't need them. Only the shape comes across, with any multi-part scene merged into a single mesh for a clean output.

Before you print

For a trouble-free print the mesh should be watertight (manifold) — no holes or flipped faces. Most slicers and tools like Meshmixer can check and repair this. Need it back as a web model? STL to GLB goes the other way.

How it works

  1. 01

    Upload your GLB

    Drop a 3D model or pick one from your device. Private by default.

  2. 02

    Convert with trimesh

    trimesh reads the geometry and writes STL — vertices and faces preserved exactly, no paid API in the loop.

  3. 03

    Download

    Grab your STL.

Geometry preserved exactly — vertices & faces

Watertight meshes stay watertight

Private uploads, auto-deleted after 1 hour

No watermark, no signup to try

Free and open-source engine (trimesh)

GLB to STL

This converts the 3D geometry from GLB to STL. Vertices and faces carry over; support for colour, materials and textures depends on the target — STL keeps more scene data.

Common questions

Is it free?+

Yes — convert GLB to STL free. No signup, no watermark, no daily cap.

Is my model private?+

Uploads go to a private bucket, are converted, and auto-delete after 1 hour. Files never touch a third-party converter.

Is the geometry changed?+

No — vertices and faces are preserved exactly. Multi-part scenes are merged into a single mesh for clean output.